OpenGL Long Peaks and buffer improvements

· by Steve · Read in about 1 min · (111 Words)

Finally, GL buffer objects are due to get the functionality we’ve taken for granted in Direct3D for years, as described in this article. Things like explicit write-only interaction modes and sub-region optimisation. About damn time is all I can say, it’s because of GL’s far too generic buffer object management that we have to bend over backwards and use esoteric scratch buffer thresholds in GL to get decent performance under varying buffer conditions. D3D may have one of the more butt-ugly APIs in the known world (undoubtedly because it’s influenced by the similarly butt-ugly Win32/COM API), but at least it gives you the control when you need it in these areas.